a b s t r a c tThe inter-mountain west is one of the most highly urbanized and rapidly growing regions in the United States. Conservation easements are one common tool used to protect rural and agricultural land from urban development. This paper examines the attitudinal and demographic characteristics of agricultural landowners to predict adoption of conservation easements. The study has two primary objectives: (1) to broaden the literature on sense of place and place attachment by including a measure of economic dependence as one dimension, and (2) to examine the relation of this dimension with attitudes towards land trusts and participation in conservation easements. Agricultural landowners (N = 2266) in Colorado and Wyoming were surveyed about their sense of place for their land, their attitudes towards land trusts, and perceived need for land conservation. Factor analysis of 12 measures of sense of place indicated that place identity, conservation ethic, and economic dependence ere distinct dimensions of sense of place among agricultural landowners. Logistic regression analyses revealed that economic dependence had a significant and negative relation with landowner's trust of and trusts and placement of a conservation easement on agricultural land, whereas a conservation ethic and spiritual attachment are positively related. Two main implications for land trusts are that time spent contacting landowners is time well spent and intake questionnaires could be used to screen and owners for both a conservation ethic and a sense of economic dependence providing information hat might improve the possibility of reaching an easement agreement.
Yee (2006) found three motivational factors-achievement, social, and immersion-underlying play in massively multiplayer online role-playing games ("MMORPGs" or "MMOs" for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents (N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft (WoW; Blizzard Entertainment, 2004-2013). We relied on tools from psychological anthropology to reconceptualize each of Yee's three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how "cultural consonance" with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how "dissociative" blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee's original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.
Whereas measures of variation in nominal data have long been recognized and used by sociologists, measures of variation for ordered categorical data have received little attention. The authors discuss the potential usefulness of ordinal dispersion statistics in sociology and define a broad class of such measures, some of which have previously been proposed in other forms. This article focuses on two statistics, termed l2 and l, which are [0 - 1] normed measures of concentration or dispersion, and illustrates their use for two purposes: measuring inequality and cultural consensus. The bias, variance, and use of these statistics in inference are discussed. The article concludes with a substantive application of these statistics and a comparison to the performance of conventional variation statistics.
Videogame players commonly report reaching deeply "immersive" states of consciousness, in some cases growing to feel like they actually are their characters and really in the game, with such fantastic characters and places potentially only loosely connected to offline selves and realities. In the current investigation, we use interview and survey data to examine the effects of such "dissociative" experiences on players of the popular online videogame, World of Warcraft (WoW). Of particular interest are ways in which WoW players' emotional identification with in-game second selves can lead either to better mental well-being, through relaxation and satisfying positive stress, or, alternatively, to risky addiction-like experiences. Combining universalizing and context-dependent perspectives, we suggest that WoW and similar games can be thought of as new "technologies of absorption"--contemporary practices that can induce dissociative states in which players attribute dimensions of self and experience to in-game characters, with potential psychological benefit or harm. We present our research as an empirically grounded exploration of the mental health benefits and risks associated with dissociation in common everyday contexts. We believe that studies such as ours may enrich existing theories of the health dynamics of dissociation, relying, as they often do, on data drawn either from Western clinical contexts involving pathological disintegrated personality disorders or from non-Western ethnographic contexts involving spiritual trance.
The use of sexed semen in the dairy industry has grown rapidly. However, high costs and low fertility have limited the use of this potentially valuable tool. This study used simulation to evaluate 160,000 combinations of key variables in 3 spheres of influence related to profit feasibility: (1) market (e.g., milk and calf prices), (2) dairy farm management (e.g., conception rates), and (3) technology (e.g., accuracy of sexing). These influential variables were used to determine the most favorable circumstances in which managers or technicians can effect change. Three distinct scenarios were created to model 3 initiatives that a producer might take with sexed semen: (1) using sexed semen on heifers, (2) using sexed semen on heifers and a fraction of the genetically superior cows, and (3) using sexed semen on heifers and a fraction of the genetically superior cows, and breeding all other cows with beef semen. Due to the large number of management, market, and technology combinations, a response surface and interpretive graphs were created to map the scope of influence for the key variables. Technology variables such as the added cost of sexed semen had relatively little effect on profitability, defined as net present value gain per cow, whereas management variables such as conception rate had a significant effect. Milk price had relatively little effect within each scenario, but was important across scenarios. Profitability was very sensitive to the price of dairy heifer calves, relative to beef and dairy bull calves. Scenarios 1 and 2 added about $50 to $75 per cow in net present value, which ranged from $0 to $200 and from $100 to $300, respectively. Scenario 3 usually was not profitable, primarily because fewer excess dairy replacement heifers were available for sale. Dairy heifer price proved to be the most influential variable, regardless of scenario.
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